Originally posted by kahootbird:I’m unsure how hard porting some systems like Xbox would be from actionscript but it doesn’t sound easy.

It depends on how you implement things. Here’s a rule of thumb. If you want to have an easy time porting, stay away from vector graphics. If you do that porting is relatively easy, as long as you are familiar with the target language.

Like Draco said- this can usually be called “Code Injection” and is most commonly used with SQL Databases.AFAIK there isn’t TOO much harmful stuff you can do with AS3, but you might want to look into it.

No, there aren’t harmful things you could inject into a flash application, but you could make the application do things it isn’t supposed to (such as telling the game to tell Kongregate that the user achieved a score of a billion….if they knew what your score-reporting function name is).

They can inject code anyway. Through bytecode or by simply replacing the swf with their own in some cases. All swf logic is run client side so an eval function doesn’t pose any increased threat

I tried to draw this person but I don’t really think it looks like her, or perhaps I’ve just looked too much at the drawing. It would be nice if you could point out some of the areas I didn’t quite match and the shading is pretty bad too so I’d like some tips on that too.

Here’s a link to the original image, I didn’t want to tell who I drew to see if you could recognize her. You see people differently when you’ve stared at them for two hours…

How much data you are sending. Just like when optimizing for speed in singleplayer games, you can optimize the speed in multiplayer games, by decreasing the amount of data sent. Make sure you aren’t sending stuff multiple times, and perhaps cut some information and let the client predict it instead.

Interpolation. Let the client predict things, if the server’s message is delayed, let the client predict what the server would have send it. When the data from the server then arrives the client can correct itself.

The problem is that death is a function that varies for each instance while damage is static.
Doing “death()” is the same as doing “this.death()” and you can’t use the “this” tag in static functions since you aren’t having an instance to reference. However you can do Damage(x) in your death function since non-static functions can call static ones.

I am pretty sure you would want your Damage not to be static, if you are only having one object that can take damage then make that object static in another object instead of making every field in it static.

Anyways, the chances of your game becoming big enough for anyone to actually care are very low so if you aren’t aiming for the big market don’t bother going into all of this. If you however plan to release the game and make money on it you shouldn’t call it chocobo. I don’t think you’d get into trouble for calling it Schokobo, but that makes your game seem like some kind of parody of the original game and may disappoint your players if it isn’t.
Like truefire said, the music can be quite tricky. You can’t copy major parts from their song, but using the same chords and order shouldn’t cause trouble. I don’t recommend having the exact same riff in the game, but minor changes should make it alright.
Keep in mind you are allowed to make parodies of songs and a parody doesn’t have to be different lyrics…

It’s a library, as long as you can compile flash you should be able to compile player.io
You can code a socket server yourself though, I did once. Look at this link: http://www.giantflyingsaucer.com/blog/?p=15
I personally couldn’t get the XmlSocket class to work in the flash client and used Socket instead. Flash cannot be the host, but it can connect to another application. This sample is for c# but you can use pretty much any language you want.

First of all i would suggest you rendered the character dynamically, so it’s technically a wireframe of body parts.
When the player hits a spike, you check what parts of the wireframe intersects with it and cut it up there.

I would give the player a speed variable and move him accordingly to that every frame
When the player press a correct key, the speed will be increased
If he press a wrong key or doesn’t press anything it will be decrease slightly
The correct keys will then swap between left and right every time a correct key is pressed

It’s like if you give a watch to a man and then wonder why the watch doesn’t stop once the man is dead. There’s no relation between them, unless you make a condition that causes the watch to stop working if the man dies.

Interesting example, but yes, there is no direct connection between the object being on the display list and the object having an enter-frame listener. You can set the listener as a weak reference when adding it. I am not sure what it does, but I think it prevents the listener from counting as a reference and therefor allowing the object to be garbage collected when every other reference is removed.

I just started using haxe today, and from what I can see you can indeed convert flash to c++ and the other way around, as long as you don’t use any of the c++ base classes. Just use the nme library and remap all flash files to it when creating c++ games

Don’t have it on any layers at all. Use classes, not only is it easier to organise your projects and be object orientated. Classes actually allow you to program things that you otherwise wouldn’t be able to

What do you mean? Every image on a website has a location on the server, and in most of the cases that location is public. There aren’t any bytes flying around on the webpage containing the image though, you would need to find the direct link to the image in order to download it. That link can usually be found in html displaying it

That’s also how browsers work. The image isn’t send along with the rest of the page, but when the browsers reach a html tag saying: Display image from this location. It downloads the image to a temp folder and displays it

I’ve been experimenting with c# and tcp sockets and managed to create a server that flash can connect to without any problems. Flash can then send messages to the server and it receives them perfectly. The problem comes when the server sends messages to flash. In flash I use the XMLSocket class to connect. It dispatches a data event when getting data. So I have a handler on that, but for some reason the event won’t get activated when I send to the client. Only when the client sends to the server and the server echos back the client’s message. Then the event is called and it has collected all previous messages from the server and merged them all into on long string. I don’t know what I am doing wrong, but it could be that I am sending the messages in the wrong way.

Username: Flexcool354
Contact: Flexcool354@gmail.com
Field: Programmer
Prefered languages: c#, as3
Other languages: php, html, sql, javascript
Software used: Flashdevelop, Adobe flash, Microsoft visual studio (express edition)
Other info: I wont have much time in the next couple of weeks, I'm working on another game and a big school thing is coming up. After that is the summer holidays though and I should have plenty of time

Sounds like a good idea, i mean we are all programmers and we know each other. We know what each other can do, and can not. The only thing that worries me is the size of the team, it would require quite a bit of work to organize a team of this size and keep everyone working

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